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Author Topic: Sunny Demo  (Read 36741 times)

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McCoy

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Sunny Demo
« on: August 15, 2003, 03:26:31 PM »

At last I finished it! The demo features lens flares and a day/night cycle with smooth transitions.

Link to the compiled exe: http://master.math.upatras.gr/~odnorf/mccoy/sunnyDemo.exe

Link to the sources: http://master.math.upatras.gr/~odnorf/mccoy/sunnyDemoSources.exe

A pic:




Hope you like it!!!

P.S. Then, who won the bet?  ;D

EDIT: Updated the links and the images, thanks odnorf for hosting the files! BTW, I lost my Adventure Developers hosting... I don't know why though, all the rest of hosted sites are working, and I didn't recieve any e-mail from them telling my why they deleted the site and denied me acces... But I don't mind, now I have a domain and new server and all the stuff, so to hell with them ;)
« Last Edit: April 15, 2004, 04:03:01 PM by McCoy »
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odnorf

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Re:Sunny Demo
« Reply #1 on: August 15, 2003, 05:01:38 PM »

As I have already told you, it's great! And thanks for sharing the code with us  ;D

I don't have the time to check it now, but what are those values on the top left corner in the first screenshot. AFAIK wme doesn't display those things in debug mode. Am I forgeting something?

When I run the game from the Project Manager the engine can't find math.dll although it's at the correct place. Why is that happening? (I guess that the engine can't search for dll files inside the project's directory. Can this change Mnemonic?)

PS. Maybe it would be better to make those screenshots external links. With the size they have now they make the post difficult to read. But this is only my impression.
PS.2. Hehe! Another one that is using 7-zip! Am I pressing you a lot guys? :)
PS.3. If we accept as "finished time" this new version that you posted here, I am the winner of the bet. If not Jerrot and Mnemonic share the first place and I am last.
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Mnemonic

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Re:Sunny Demo
« Reply #2 on: August 15, 2003, 05:25:04 PM »

Excellent stuff, McCoy! It works like a charm and looks VERY VERY impressive!


When I run the game from the Project Manager the engine can't find math.dll although it's at the correct place. Why is that happening? (I guess that the engine can't search for dll files inside the project's directory. Can this change Mnemonic?)
The DLL should be in the same folder as the project *file* (lens_flares.wpr), it will work then.
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McCoy

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Re:Sunny Demo
« Reply #3 on: August 15, 2003, 05:38:43 PM »

I don't have the time to check it now, but what are those values on the top left corner in the first screenshot. AFAIK wme doesn't display those things in debug mode. Am I forgeting something?

Those are just Game.Msg things for debugging, they've been erased in the final release ;)
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odnorf

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Re:Sunny Demo
« Reply #4 on: August 16, 2003, 12:28:34 PM »

Some suggestions to make the package WAY smaller.


file:  \data\lensflares\background.bmp
This file is only black. You can reduce the colors to index-based
and save it as a png file.
Results:  background.bmp -> 2.359..350
               background.png -> 8.335
(BIG difference, don't you think. And after the final compression for
distribution the difference is not THAT big but it is still big enough.)
The same thing you can do for most of the images when you create just
"technology" :) demos.  "Sky night.bmp for example can be reduced a lot".


Also, don't use TGA files, they usually take too much space, and doesn't compress
as much as BMP files, and never reach the size of the PNG format.

 
file:  sunrise\background.bmp
What this file is supposed to be :) You have forgotten, didn't you? :)
« Last Edit: August 16, 2003, 12:29:03 PM by odnorf »
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McCoy

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Re:Sunny Demo
« Reply #5 on: August 16, 2003, 01:22:22 PM »

This file is only black. You can reduce the colors to index-based
and save it as a png file.
Results:  background.bmp -> 2.359..350
               background.png -> 8.335
(BIG difference, don't you think. And after the final compression for
distribution the difference is not THAT big but it is still big enough.)
The same thing you can do for most of the images when you create just
"technology" :) demos.  "Sky night.bmp for example can be reduced a lot".

Oh, yeah, that's true, I didn't even remember that now WME has support for PNG format since build 28, I think I got stucked with TGA :P

Also, don't use TGA files, they usually take too much space, and doesn't compress
as much as BMP files, and never reach the size of the PNG format.
I tend to use TGA when the image has transparencies, and BMP when there's no transparency, but now I'll use PNG instead of BMP. And well, with RLE compression, a TGA image can be smaller than a BMP... but yeah, never near to a PNG.
 
file:  sunrise\background.bmp
What this file is supposed to be :) You have forgotten, didn't you? :)

Yeah, probably  :-[

Thanx for all!  ;D
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Jeroen

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Re:Sunny Demo
« Reply #6 on: August 18, 2003, 08:05:22 PM »

Hey that's excellent stuff!

Smooth too!

Did you make the DLL yourself, or did you use a "generic math dll"?
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odnorf

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Re:Sunny Demo
« Reply #7 on: August 18, 2003, 11:14:22 PM »

Hey that's excellent stuff!

Smooth too!

Did you make the DLL yourself, or did you use a "generic math dll"?

If are talking about the math.dll then this Jerrot's work.
You can find more at http://www.dead-code.org/forum/index.php?board=12;action=display;threadid=196
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Re:Sunny Demo
« Reply #8 on: August 19, 2003, 10:10:02 AM »

Hi McCoy,

thanks again for that demo, I just found the time to have a look into your source code and - well, short and smart! :)

I found some little strange things though:

- I cannot load the scenes into SceneEdit (it throws an error in the SceneEdit logfile) until I delete the line "PERSISTENT_STATE=TRUE" from the scene file. Did you enter that manually or is/was there a WME bug ?

- The god mode seems to have some little bugs with the borders when activating it, but that's not important at all. ;)

Yeah. That's it already. Nice idea! :)
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McCoy

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Re:Sunny Demo
« Reply #9 on: August 20, 2003, 11:27:38 PM »

- I cannot load the scenes into SceneEdit (it throws an error in the SceneEdit logfile) until I delete the line "PERSISTENT_STATE=TRUE" from the scene file. Did you enter that manually or is/was there a WME bug ?

Strange, I didn't have any problems, and I didn't touch the PERSISTENT_STATE thing, so it could maybe be a bug?!?! Dunno...

- The god mode seems to have some little bugs with the borders when activating it, but that's not important at all. ;)

I detected that sometimes, when you activate the god mode, you can't lower the sun under the horizont's line, but never had any problems with the borders... Anyway, now that you have the code, (and if you're veeeeryyy bored) you can try to find the problem...  ;)
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Endrit

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Re: Sunny Demo
« Reply #10 on: January 10, 2012, 10:31:15 PM »

nice !
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piere

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Re: Sunny Demo
« Reply #11 on: January 11, 2012, 12:11:00 AM »

Why bother replying? this thread is from 2003 lol
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Endrit

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Re: Sunny Demo
« Reply #12 on: January 12, 2012, 11:19:05 PM »

XD I REALLY DIDN'T SEE THE DATE !  :o
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piere

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Re: Sunny Demo
« Reply #13 on: January 14, 2012, 08:34:20 AM »

 ::hijack
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mihaipuiucernea

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Re: Sunny Demo
« Reply #14 on: July 13, 2020, 11:11:28 AM »

Sorry for the necrobump, but I'd appreciate it if someone who still has the sources would rehost them, as the links in the OP don't seem to work.

Thanks in advance
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